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Unity Engine


CastGeometry

Returns the shape(s) that intersect the specified Circle geometry as it is cast through the world. See PhysicsQuery.QueryFilter, PhysicsQuery.WorldCastMode, PhysicsQuery.WorldCastResult and Allocator
Read time 3 minutesLast updated 10 days ago

Definition

  • Type: Method
  • Namespace: Unity.U2D.Physics
  • Assembly: UnityEngine.PhysicsCore2DModule

CastGeometry(CircleGeometry, Vector2, QueryFilter, WorldCastMode, Allocator)

Returns the shape(s) that intersect the specified Circle geometry as it is cast through the world. See PhysicsQuery.QueryFilter, PhysicsQuery.WorldCastMode, PhysicsQuery.WorldCastResult and Allocator
public NativeArray<PhysicsQuery.WorldCastResult> CastGeometry(CircleGeometry geometry, Vector2 translation, PhysicsQuery.QueryFilter filter, PhysicsQuery.WorldCastMode castMode = WorldCastMode.Closest, Allocator allocator = Allocator.Temp)

Parameters

The Circle geometry used to cast through the world. This must be in world-space.

translation

The translation relative to the geometry defining the direction the geometry will move through the world.

The filter to control what results are returned.

Controls how many and in what order the results are returned.

allocator

The memory allocator to use for the results. This can only be Allocator.Temp, Allocator.TempJob or Allocator.Persistent.

Returns

Type

Description

NativeArray<WorldCastResult>The query cast results. This NativeArray must be disposed of after use otherwise leaks will occur. The exception to this is if the array is empty.

CastGeometry(CapsuleGeometry, Vector2, QueryFilter, WorldCastMode, Allocator)

Returns the shape(s) that intersect the specified Capsule geometry as it is cast through the world. See PhysicsQuery.QueryFilter, PhysicsQuery.WorldCastMode, PhysicsQuery.WorldCastResult and Allocator.
public NativeArray<PhysicsQuery.WorldCastResult> CastGeometry(CapsuleGeometry geometry, Vector2 translation, PhysicsQuery.QueryFilter filter, PhysicsQuery.WorldCastMode castMode = WorldCastMode.Closest, Allocator allocator = Allocator.Temp)

Parameters

The Capsule geometry used to cast through the world. This must be in world-space.

translation

The translation relative to the geometry defining the direction the geometry will move through the world.

The filter to control what results are returned.

Controls how many and in what order the results are returned.

allocator

The memory allocator to use for the results. This can only be Allocator.Temp, Allocator.TempJob or Allocator.Persistent.

Returns

Type

Description

NativeArray<WorldCastResult>The query cast results. This NativeArray must be disposed of after use otherwise leaks will occur. The exception to this is if the array is empty.

CastGeometry(PolygonGeometry, Vector2, QueryFilter, WorldCastMode, Allocator)

Returns the shape(s) that intersect the specified Polygon geometry as it is cast through the world. See PhysicsQuery.QueryFilter, PhysicsQuery.WorldCastMode, PhysicsQuery.WorldCastResult and Allocator.
public NativeArray<PhysicsQuery.WorldCastResult> CastGeometry(PolygonGeometry geometry, Vector2 translation, PhysicsQuery.QueryFilter filter, PhysicsQuery.WorldCastMode castMode = WorldCastMode.Closest, Allocator allocator = Allocator.Temp)

Parameters

The Polygon geometry used to cast through the world. This must be in world-space.

translation

The translation relative to the geometry defining the direction the geometry will move through the world.

The filter to control what results are returned.

Controls how many and in what order the results are returned.

allocator

The memory allocator to use for the results. This can only be Allocator.Temp, Allocator.TempJob or Allocator.Persistent.

Returns

Type

Description

NativeArray<WorldCastResult>The query cast results. This NativeArray must be disposed of after use otherwise leaks will occur. The exception to this is if the array is empty.